Posted by Thomas | Posted in Flash | Posted on March 30, 2013
Finally, after 3 long years, Crate Crash 2 has been released! After (literally) years of on and off work, and starting, and restarting the project, the game has finally made it to the internet! The Crate Crash series is my sweet sweet “Flash baby”. As you can see, even after years of fluctuating development, I have released it.
A little bit about the game
Crate Crash 2 has the simple goal of: Get all the crates off the screen! The environment is physics controlled, and features quite a few obstacles to keep you busy. I’ve been working on the Crate Crash series since high school, and it’s been my favorite flash game to develop so far. The concept is simple, and fun and can prove to be quite difficult to beat the levels. I wanted to make Crate Crash because of that reason. I also knew that people would like it. Crate Crash 1 has been played over 3 Million Times!! If that doesn’t scream success, then I don’t know what will, maybe 1 Billion Plays?
Lessons Learned From Crate Crash 1
The thing about Crate Crash 1, was that it was too hard! I never spent enough time polishing it, and reworking the physics of the levels into something that was more enjoyable and playable for people who haven’t been testing the game for months straight. The difficulty curve of the game was way too steep. Many of the websites that I posted the game to left the game with around a 3/5 Rating simply because of the difficulty. Maybe around half of the comments were focussed on how difficult the game was, rather than what they liked, or thought was interesting about the game.
With Crate Crash 2, I spent significantly more time adjusting all the physics in the game to create a more manageable, and fun experience. I didn’t want to aggravate players, and I certainly did not want to lose any players half way through the game because of an unbalanced level progression.
This leads me to the next problem of Crate Crash, I didn’t balance the level progression. I had metrics in the game that showed where people gave up in the game, and how well they did on certain levels, and more. For Crate Crash, it appeared that everybody was stopping at level 13. After not playing my own game for months, I could understand why it was so difficult. Because of this mishap, I had my friends and family testing the game, helping me decide what levels were easiest, moving up in difficulty.
Mistakes in Crate Crash 2
So far, with over 150,000 plays of Crate Crash 2, from the comments on the game, I think my biggest mistake was not including a click limit in the levels. The levels of Crate Crash 2 revolve around the fact that it’s almost a sandbox environment. Because I didn’t limit the clicks, it immediately took the challenge away, and turned the game into a leisure activity rather than a challenge. I left the click limit out of the game because I thought it would keep people from disliking the game, but I think the fact that I left it out was the reason that people didn’t like it as much. If I had spent the extra week testing the game and recording click amounts on the levels it could have been a much better game.
The Future of Crate Crash
In the next iteration of Crate Crash, I want to:
- Have different play modes –> Casual (No limits), and Normal (Limited clicks)
- Bring back the bonus levels
- Create a more intuitive level editor
- More obstacles and shapes!
I would also LOVE to get the game on a mobile platform! I’ve been thinking of porting it to android and iOS. If I were to do that, I will definitely include the above changes.
I am also planning on releasing a Crate Crash 2 Players Pack that includes all the custom levels that everyone has made for the game, but that might be far away. I haven’t received nearly enough levels to make a players pack, but soon, I hope